An injury/bloodloss system, so now it's possible (although hard) to survive being shot. Gunshot wounds make you bleed, and losing too much blood eventually kills you. Injuries can be healed with first aid kits, but it takes some time (so you can't just start bandaging a wound while you're being shot at) and a regular first aid kit won't heal you completely. The degree of the injuries depends on which part of your body got hit - headshots are still instakill.

Wireframe can now be properly toggled between on and off when entered in the console, and will reset its value when the game is reloaded

SCP-294 no longer crashes the game when attempting to enter nothing

SCP-970 no longer teleports the player to the incorrect location when the player closes the door behind him before moving forwards in the room

Framelimiting can now be disabled by setting framelimit to 0

1.0.5

Lots of improved sound effects by Class401

Bugfixes/changes by risingstar64:

The wall details in the forest are now hidden when the player isn't in the forest, meaning that the door and the door frame no longer block the view of the drawportal when the door is open

DNA scanner no longer crashes if no item is selected

Testroom shouldn't crash anymore after SCP-079 turns on the gas

Inputting "DEATH" into SCP-294 no longer crashes the game

DeathTimer and BlurTimer are included in save files, fixes incorrect interaction between 294 liquids and reloading

Locked the one unlocked door in the intro scene (the door that leads from the the concrete tunnel to the large hall)

Added a vsync option to the options ini file

Bugfixes by juanjpro:

Elevator to SCP-939 no longer crashes when bump mapping is enabled

Guards and MTFs no longer disappear when not in the player's direct line of sight

Custom maps should now work again without crashing during the intro sequence

Checkpoint rooms should no longer be spawned in incorrect location

1.0.6

Gamma slider in the options (unfortunately only works in fullscreen mode)

The props in the rooms (lamps, chairs, etc) aren't included in the actual room model anymore, but instead share the same model. This reduces memory consumption and the file size of the room models. The changes aren't implemented in all of the rooms yet, so the effect isn't very significant yet

Improved versions of the old door sounds

The correct sounds are now played when opening/closing the large containment doors

Random sound clips (distant gunfire, screams etc) are played for a short period of time after the intro

A small new room in the pocket dimension

A little new 106-related event and some improvements to the event where 106 catches the janitor in the endroom.

The game card system is much more balanced now.

The player walks slightly slower during the intro to match the speed of the guards